# Developing Player-Hosted Games for the Chinese Market – EOS Backend Availability & Connectivity Questions

**URL:** <https://forums.unrealengine.com/t/developing-player-hosted-games-for-the-chinese-market-eos-backend-availability-connectivity-questions/2377965>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [March 6, 2025, 3:50pm UTC](https://forums.unrealengine.com/t/developing-player-hosted-games-for-the-chinese-market-eos-backend-availability-connectivity-questions/2377965 "2025-03-06T15:50:04Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![DmitriAzimov](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DmitriAzimov](https://forums.unrealengine.com/u/DmitriAzimov)\
**Post date:** [March 6, 2025, 3:50pm UTC](https://forums.unrealengine.com/t/developing-player-hosted-games-for-the-chinese-market-eos-backend-availability-connectivity-questions/2377965/1 "2025-03-06T15:50:04Z")

</div>

Hello,

I’m currently developing a multiplayer game using Epic Online Services (EOS) with player-hosted sessions, and I’m exploring how to support players in China. I came across [an article mentioning that Epic does not operate backend servers in China](https://eoshelp.epicgames.com/s/article/Does-Epic-Online-Services-operate-in-China-and-is-it-possible-to-configure-a-backend-region?language=en_US), which raises a few questions:

- From my understanding, EOS backend services such as STUN servers, Session discovery, Stats, Achievements, and Friends module servers are hosted outside of China. Can players within China (both clients and hosts) still use these services without issue?
- Will the Great Firewall of China interfere with connectivity to these external EOS servers?
- If there are known challenges, what tools or techniques can be used to mitigate potential connectivity issues?
- Certain EOS features (e.g., Sessions, Friends, Stats, and Achievements) might require China-specific APIs.
- Are there alternative API versions for these services specifically for China, or should I expect potential compatibility issues?
- Are there any additional China-specific issues I should be aware of when implementing player-hosted games?

Thanks in advance

---

<div class="post-metadata">

**Author:** ![Evilrat710](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Evilrat710](https://forums.unrealengine.com/u/Evilrat710)\
**Post date:** [November 14, 2026, 3:08pm UTC](https://forums.unrealengine.com/t/developing-player-hosted-games-for-the-chinese-market-eos-backend-availability-connectivity-questions/2377965/2 "2026-11-14T15:08:47Z")

</div>

Hi, did you ever find a good solution for multiplayer networking in mainland China?

I’m developing a small co-op game and have been looking into EOS P2P and Relay, but I’m concerned about connectivity for players in China.

Just wondering if you’ve found anything that works reliably. Thanks!
